godot/core/math/camera_matrix.h

107 lines
4.2 KiB
C
Raw Normal View History

2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* camera_matrix.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 13:50:53 +00:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
2014-02-10 01:10:30 +00:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CAMERA_MATRIX_H
#define CAMERA_MATRIX_H
#include "transform.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
struct CameraMatrix {
enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
float matrix[4][4];
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
void set_identity();
void set_zero();
void set_light_bias();
void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
static float get_fovy(float p_fovx,float p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
2014-02-10 01:10:30 +00:00
}
float get_z_far() const;
float get_z_near() const;
float get_aspect() const;
float get_fov() const;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
Vector<Plane> get_projection_planes(const Transform& p_transform) const;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
void get_viewport_size(float& r_width, float& r_height) const;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
void invert();
CameraMatrix inverse() const;
CameraMatrix operator*(const CameraMatrix& p_matrix) const;
Plane xform4(const Plane& p_vec4);
_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
operator String() const;
void scale_translate_to_fit(const AABB& p_aabb);
void make_scale(const Vector3 &p_scale);
operator Transform() const;
2016-03-08 23:00:52 +00:00
CameraMatrix();
CameraMatrix(const Transform& p_transform);
2014-02-10 01:10:30 +00:00
~CameraMatrix();
};
Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
Vector3 ret;
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
return ret/w;
}
#endif